smoitessier Posted June 18, 2013 Share Posted June 18, 2013 1920x1200 so the text should be sharp, unfortunately theres a script making it smaller, so blurrier also makes the screen dimmed in movement phase, and don't know how to erase the "alien's turn" from script that shows up at the top png to put here: /assets/gui/groundcombat/hiddenmovement/ http://rghost.net/46841949 Quote Link to comment Share on other sites More sharing options...
GizmoGomez Posted June 18, 2013 Share Posted June 18, 2013 I agree, the alien turn stuff at the top doesn't add anything but confusion (it's there during civilian and local forces turns as well) and nonsense clutter to the screen. A plain and simple text like that is a good idea, I like it. The screen should still go back to normal (i.e. not greyed out and remove the words) when the alien/civilian/local force movement isn't actually hidden, and we can see what's going on. One thing to note, should vision reset upon hitting end turn? There have been exploits with this, and especially with a transparent hidden movement screen it could be even more OP. Quote Link to comment Share on other sites More sharing options...
Solver Posted June 18, 2013 Share Posted June 18, 2013 I do not really get the nostalgic value of the screen because I never was very fond of it in the OG. Anything like the current version would look bad, IMO. I don't mean bugginess, I mean it looks just like something was put up in front of the screen to obscure it. Doesn't look like an interface element in the first place. My preference would be for something visible yet subtle, like the text-only overlay shown above. Quote Link to comment Share on other sites More sharing options...
Dranak Posted June 18, 2013 Share Posted June 18, 2013 I do not really get the nostalgic value of the screen because I never was very fond of it in the OG.Anything like the current version would look bad, IMO. I don't mean bugginess, I mean it looks just like something was put up in front of the screen to obscure it. Doesn't look like an interface element in the first place. My preference would be for something visible yet subtle, like the text-only overlay shown above. Agreed, I much prefer a transparent with a text message indicating the AI's turn than something opaque flashing up and down. Quote Link to comment Share on other sites More sharing options...
GizmoGomez Posted June 18, 2013 Share Posted June 18, 2013 I would rather the transparent grey with the text flash up and down when action actually happens, as in, we see stuff. Otherwise just leave it where it is, greyed out and text-clad over the last spot where movement was seen. Quote Link to comment Share on other sites More sharing options...
svidangel Posted June 19, 2013 Share Posted June 19, 2013 Still just wanting a directional indicator for sounds nearby in hidden movement. Was well done in one of the other UFO games I tried. Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted July 3, 2013 Share Posted July 3, 2013 (edited) 1920x1200 so the text should be sharp, unfortunately theres a script making it smaller, so blurrier also makes the screen dimmed in movement phase, and don't know how to erase the "alien's turn" from script that shows up at the top png to put here: /assets/gui/groundcombat/hiddenmovement/ http://rghost.net/46841949 The layout of the hidden movement screen is set in assets/scripts/hiddenmove.lua and hiddenmove_large.lua You can edit those files to change or remove the icons and text displayed. For example you can change the wording or colour of the 'ALIEN TURN' text, or remove it completely. The alien head icon can be replaced or removed also. Changes can also be made to the background tile image. Here is a sample file that you might prefer. It has the hidden movement text at the top of the screen, removes the icon, and doesn't grey out the rest of the screen. Open up assets/scripts/hiddenmove.lua and hiddenmove_large.lua and replace the contents of both files with this text: As usual back up before altering etc. require "scripts/style"function fexit_on() CloseWindow();endAlienTurnIconFont ={ GeoscapeFont, 42, WhiteColor,};MakeDialog{ name = "hiddenmove", AIMove { x=0, y=0, w=kMax, h=kMax, Window { x = kCenter, y = 40 * screenScaleY, w = 300 * screenScaleX, h = 42 * screenScaleY, ScalingText { name = "alienturn_text", x = 60 * screenScaleX, y = 0, w = 250 * screenScaleX, h = 42 * screenScaleY, label = "#Hidden Movement", font = AlienTurnIconFont, fontScale = screenScaleY, outline = 2, }, }, },} Hiddenmove_large.lua is for higher resolutions, not sure which exactly as my 1600x900 windowed game uses hiddenmove.lua Edited July 3, 2013 by Gauddlike Quote Link to comment Share on other sites More sharing options...
smoitessier Posted July 3, 2013 Author Share Posted July 3, 2013 Cool thanks I'll check this out tonight! If I wanted a sepia tint instead of a darker grey as it is now, all i have to do is make a new transparent png tile and point it to that? Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted July 3, 2013 Share Posted July 3, 2013 Yes or you should be able to go to assets/uitextures and alter the colour of black.png to change the background colour if you don't want to mess with the script file too much. Quote Link to comment Share on other sites More sharing options...
Atomic Moose Posted July 4, 2013 Share Posted July 4, 2013 Just a thought for the hidden movement display : game takes a freezeframe and places the text up infront. any actually hidden movement it jsut shows you the frozen frame, although the "camera" could be jumping around in the background as is (to make it a bit easier to code, similar to now just need to grab a screencap or what have you) if one of your troops is attacked have the camera focus on the troop, then freezeframe when its done again. This would effectivley "block" the screen in the same fashion, but would not be visually jarring in any way nor would it give the player any additional information. Quote Link to comment Share on other sites More sharing options...
smoitessier Posted July 4, 2013 Author Share Posted July 4, 2013 (edited) Ok played around and got this light red background color, used 64 for the alpha so it's not too dominant in the blacks. To play around with the transparency of it go look in the script and change the tint setting. I'm playing on 1920x1200 so I don't know if the Hidden Movement text will be centered on other resolutions https://www.dropbox.com/s/rgm8dlwlcggufkd/assets.zip (make sure to do a backup of your files edit: I had to remove the hiddenmove.png from the script because I could not for the lfe of me figure out how to have a 1920x1200 image display 'as is' without shrinking or blowing it up.... Edited July 4, 2013 by smoitessier Quote Link to comment Share on other sites More sharing options...
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